
Distant Worlds 2 is a vast, pausable real-time 4X space strategy game.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 23 → 1.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About




Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 820 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
dislike that renaming planets and stars doesn't work right half the time it shows the original name, half the time it shows your name.
[Edit: Though this review remains largely unchanged after another 10 hours, I'm willing to say this is palpable enough of an experience to flip it to a tentative thumbs up. Also, the developers seem like a good sport who are open to feedback, and that's always a good sign.] Making a game is really hard, so it with the utmost respect that I look at this magnificent artifact and report that, fourteeen hours in, first impressions are that it's an extremely bad time. The technology tree advances very slowly. In Distant Worlds 2, every time a new ship tech unlocks, it feels like the patience to wait for them is rewarded with a need to redesign the same ship for the 20th time for a barely tangible benefit. Maybe my fault was playing at 1X speed. Ship design is what got me to buy this game. What I saw reminded me of a Malfador Mechanations Space Empire game. However, like all things in Distant World 2, I can let automation do it, and I have been. And that's a shame, because ship design is an opportunity to give the player something they could enjoy. But all of the component choice seem really straightforward to me. So I might as well let the computer do it. That sense of, "yes, I could turn off automation, but why bother" pervades most of the systems. The overall scope of the galactic map is set so huge that I could not possibly make all the decisions for my 4X space empire, so you can automate most of it. In fact, it's one of the biggest things that set the Distant Worlds series apart: you can automate as little or as much as you want, and what you choose to automate will change the way the game plays. It's several games in one! Sort of. However, in this case, even if I found the best balance of automation for me, I'm not sure it would feel meaningfully involved as a player. By the Sid Meier attributed mantra that games are a series of interesting choices, Distant Worlds 2 overflows with the variety of choices, but makes no effort to communicate to the players in what way any choice offered is particularly interesting. Distant Worlds 2 leaves the players to find meaningful choice for themselves and, with a scope this vast, it's a needle in a haystack. So far, my hands are coming up with nothing but straw, but at least I can marvel at the sheer size of the haystack, how it's a microcosm full of magnificent teeming fauna. I do love a simulated microcosm, and this one can't be beat. But could this shift of perspective alone enough to spin this straw of a lack of meaningful player agency into the gold of a satisfying gaming experience? I didn't proceed aimlessly, but was rewarded with aimlessness. I followed Scott's guide, but it neglects to mention that if you try to rapidly build a fleet and muster it to defend you can only watch in horror and helplessly as all the ships spread themselves to the four corners of the vast expanses of space instead of mustering where you want them. It's because Distant Worlds 2 isn't an RTS, it's an immersive universe simulation that bears some minor resemblances to an RTS. It's that RTS resemblance that left a bad taste in my mouth as my newly-built frigates foundered helplessly with no in-game explanation. I can't say I enjoyed watching my captains [i]apparently pointedly ignoring my orders[/i] while they ran off and did their own thing and my mining stations burned down. Because that's not what games typically do. But I'm no stranger to adapting to ship AI jank (in fact, I'm quite good at X4: Foundations fleet management now).So it really comes down to whether or not I'm willing to put in the hours to adapt to the method behind Distant World 2's madness, to foster a better understanding why the AI does what it does and how I'm [i]expected[/i] to play. It later dawned on me that of course they must have been out of gas. Because they're freshly built ships so their fuel tanks are empty and they're going to limp to the nearest refueling station. However, the cause behind this initial confusion was again, my expectation this was more like an RTS. An RTS wouldn't launch a freshly-built ship without fuel. It would likely have pretended it had stockpiled enough fuel at the construction yard, that detail abstracted out. In Distant Worlds 2, it's not as abstracted. That same detailed microcosm that attracted me to Distant Worlds 2 carried this additional overhead. So the question is, "Should I be willing to put in the time to adapt?" 14 hours in, I sit at that crossroad. The immersive sim lover in me thinks that it's glorious to have a whole simulation running at all times. But the gamer in me thinks I ought to have been able to find some interesting choices in 14 hours of dabbling. Will I ever have a [i]good time[/i] playing Distant Worlds 2? If the answer leans to a mediocre-feeling "maybe," I can't help but look at my backlog of alternatives and wonder why I'm trying. You know what? I'm unlocking the comments. Tell me what I'm missing. What makes the adaptation curve worth it? I dumped $60 on this, it's too late for a refund, tell me what it'll take to turn that thumb around. In the meantime, here's some constructive feedback for the developers: improve that first impression. Prioritize gamism in the balance a little more over simulationism. Or don't. After all, making a game is hard, and Distant Worlds 2 is much more complicated than most. If this is the game you want to make, who am I to argue?
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 820 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is one of my absolute favorites. Its not dumbed down. It takes a while to master - but its rewarding. It needs som late game content. But its great and the improvements since launch are great.
I like this game alot,quite a learning curve but there are some good guides on Martix forums and YT.
I HATE RTS
DW2 is a masterpiece, I don't think there are any other space simulations like this one. It really makes you feel like you are in a galaxy living on its own having to deal with the many moving parts of your empire, and you can automate most of these tasks and focus on where you would like be more present and on important decisions.
Having just clocked up 500 hours in this game I thought it was about time that I left a review. I'll keep it brief: along with Old World, this is my favourite game. A deep and complex strategy game that takes a lot of time to get to grips with. If you are prepared to put in the hours that are needed to play it well, you will be rewarded with hours of enjoyable gaming . The DEVS are very passionate and committed to the game and have incorporated suggestions from the community in the regular updates that have been made. And they operate a sensible DLC policy too. Looking forward to the next 500 hours and beyond.
I recommand this as a good game in the 4x sci-fi genre. +simulation type game; + great mechanics with; + customble levels of automation; + lots of awesome mechanics glued well together; - the biggest downside to this great game it that it has a really bad and uninspired storyline and the game has only ancient types of government, the new ones and the imagined ones are almost zero, either its a bad idea to put someone who still measures distances with their feet to write a storyline for a sci-fi game or it was touched directly by the propagandalf ministery. We hope the moddlers will do a better job in that regard. First example of bad inspiration is the name of the game, Distant worlds, while "worlds" refer to planets. The whole universe is the world while this game is only in one galaxy... Some easy fixes for the game: a search box inside galactomedia. a search box in universe a music player.
Stations are automatically refitting themselves into other empire ship designs.
too complicated and UI is confusing... just watching in game automation play
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.3K | 18 | 50% | $14.99 | |
| — | 0 | — | — | |
| $242.8K | 832 | 84% | $9.99 | |
| $92.2K | 121 | 49% | $19.99 | |
| $57.6K | 83 | 76% | $17.99 | |
| $18.9K | 34 | 79% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.9M | 22.2K | 81% | $9.99 | |
| $5.8M | 83.8K | 94% | $5.99 | |
| $5.9M | 23.6K | 88% | $11.99 | |
| $5.8M | 5.1K | 73% | $39.99 | |
| $5.9M | 13.9K | 79% | $19.99 | |
| $5.8M | 23.6K | 92% | $9.99 |